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Returning 35 results for 'common ranger groups to her renewal'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
Backgrounds
Planescape: Adventures in the Multiverse
(such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp worth of
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
Species
Spelljammer: Adventures in Space
Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests
suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
offering plentiful opportunities for sky gazing. Though ice and snow are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
classes
These Paladins serve as protectors of the common folk and guards against rampaging monsters. Those who embrace this oath range from itinerant Paladins who single-handedly defend towns on the borderlands to elite groups of knights tasked with protecting the cardinals of a religious order.
classes
These Paladins serve as protectors of the common folk and guards against rampaging monsters. Those who embrace this oath range from itinerant Paladins who single-handedly defend towns on the borderlands to elite groups of knights tasked with protecting the cardinals of a religious order.
monsters
.
Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As
crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres. Skulk. The gug takes the Disengage or Hide action.
Human
Legacy
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Species
Basic Rules (2014)
reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their
and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds
Gith
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups
against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other’s throats, their goal of ultimate victory over their original common enemy will likely remain unachieved.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Organizations Many giants are oriented to small family groups or particular interests of their kind. However, some organizations unite giants across the divides of the ordning and of devotion to
particular deities or powers in pursuit of a common purpose. This section presents examples of such organizations whose interests extend across small regions, whole worlds, or multiple worlds.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Organizations Many giants are oriented to small family groups or particular interests of their kind. However, some organizations unite giants across the divides of the ordning and of devotion to
particular deities or powers in pursuit of a common purpose. This section presents examples of such organizations whose interests extend across small regions, whole worlds, or multiple worlds.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Conversely, your party can include members of different guilds united by alliances or common principles. Or they could be childhood friends who ended up in different guilds, or just a haphazard
for the player characters to find common ground that unites them despite their differences in guild affiliation, ideals, and agendas. Even though some guild leaders (especially the villainous ones
Kenku
Legacy
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Species
Volo's Guide to Monsters
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Conversely, your party can include members of different guilds united by alliances or common principles. Or they could be childhood friends who ended up in different guilds, or just a haphazard
for the player characters to find common ground that unites them despite their differences in guild affiliation, ideals, and agendas. Even though some guild leaders (especially the villainous ones
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Part 3: Etharis Lore
Maria Trofimova The people, places, and groups that comprise the Grim Hollow setting are often reacting to the horrors and challenges that abound in Etharis. In more than a
place in Etharis. As the descriptions of the regions unfold before you, imagine what life would be like for the common folk in these areas. How are their everyday lives affected by the magical and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Barbarian Barbarians are most common among Kagonesti elves and human nomad tribes. Both groups have a healthy respect for the land and its creatures, and the tiger and elk totems both have devotees
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Tough Toughs might work in groups at the direction of a leader, or individual toughs might bully weaker folk into doing what they say. Tough Medium or Small Humanoid, Neutral
AC 12 Initiative +1
Gear Heavy Crossbow, Leather Armor, Mace
Senses Passive Perception 10
Languages Common
CR 1/2 (XP 100; PB +2)
Traits
Pack Tactics. The tough has Advantage on an attack roll against a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Twig Blight Resembling bundles of sticks or dead brush, twig blights easily blend in among deadwood, flotsam, and the wood piles common in many rural settings. Groups of them are often found near
Immunities Deafened
Senses Blindsight 60 ft.; Passive Perception 9
Languages Understands Common but can’t speak
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The blight has Advantage on an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Tough Toughs might work in groups at the direction of a leader, or individual toughs might bully weaker folk into doing what they say. Tough Medium or Small Humanoid, Neutral
AC 12 Initiative +1
Gear Heavy Crossbow, Leather Armor, Mace
Senses Passive Perception 10
Languages Common
CR 1/2 (XP 100; PB +2)
Traits
Pack Tactics. The tough has Advantage on an attack roll against a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Barbarian Barbarians are most common among Kagonesti elves and human nomad tribes. Both groups have a healthy respect for the land and its creatures, and the tiger and elk totems both have devotees
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Môrgæn If I had wanted to kill, I would have killed. The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser
, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Dwarvish, Giant, Goblin
Challenge 4 (1,100 XP)
Fey Ancestry. Môrgæn has advantage on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Twig Blight Resembling bundles of sticks or dead brush, twig blights easily blend in among deadwood, flotsam, and the wood piles common in many rural settings. Groups of them are often found near
Immunities Deafened
Senses Blindsight 60 ft.; Passive Perception 9
Languages Understands Common but can’t speak
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The blight has Advantage on an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with the skills of a ranger or rogue. High Dexterity and Wisdom scores, combined with proficiency in the Nature, Perception, Stealth, and Survival skills, support this character’s core capabilities
groups, whether they’re general infantry, magical artillery, or elite special forces. These characters come from all classes and backgrounds—for some, their background before joining the military is more
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with the skills of a ranger or rogue. High Dexterity and Wisdom scores, combined with proficiency in the Nature, Perception, Stealth, and Survival skills, support this character’s core capabilities
groups, whether they’re general infantry, magical artillery, or elite special forces. These characters come from all classes and backgrounds—for some, their background before joining the military is more
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Môrgæn If I had wanted to kill, I would have killed. The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser
, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Dwarvish, Giant, Goblin
Challenge 4 (1,100 XP)
Fey Ancestry. Môrgæn has advantage on
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
archers and groups of archers are known for the special fletching of their arrows. You may roll on the Archer Fletching table to determine the distinctive fletching used by an individual archer or a group
Perception 15
Languages any one language (usually Common)
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Multiattack. The archer makes two Shortsword or Longbow attacks.
Shortsword. Melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Young White Dragon Young white dragons defend their hunting grounds from rivals. In some cases, kobolds and groups of humanoids might offer food and treasure to young white dragons, attempting to
Skills Perception +6, Stealth +3
Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16
Languages Common, Draconic
CR 6 (2,300 XP; PB +3)
Traits
Ice Walk. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing
. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god’s conquest. Bree-yark!
—Approximate translation from Goblin to Common: “Hey, rube!”